Open Access
Turning zoos into smart learning ecosystems.
Terje Väljataga,Kadri Mettis +1 more
- 01 Jan 2018
Vol. 39, pp 114-133
8
TL;DR: An attempt to design and develop a web-based application to support zoo visitors’ engagement in learning and to provide smart learning experiences through creating and playing games in the zoos with personal mobile devices to avoid techno-deterministic learning experiences.
read more
Abstract: Zoos as comprehensive systems for sustainable use of the cultural and nature heritage and for environmental education have the foundation of a smart entity and the great potential to be turned into smart learning ecosystems. What the zoos require is the leveraging of technological solutions to make them smart. The paper presents an attempt to design and develop a web-based application for the zoos in the Central Baltic region to support zoo visitors’ engagement in learning and to provide smart learning experiences through creating and playing games in the zoos with personal mobile devices. To understand the nature and level of “smartness” of the application, a study with students was carried out. In particular, the study aimed at exploring the students’ behavioral patterns with their mobile devices while interacting with the application. The results of the study demonstrated that aiming to transform the zoos into smart learning ecosystems through the technological solution requires re-conceptualization of “smart” and identification of the most adequate factors that determine the smartness of a zoo to avoid techno-deterministic learning experiences.
read more
Chat with Paper
AI Agents for this Paper
Find similar papers on Google Scholar, PubMed and Arxiv
Write a critical review of this paper
Analyze citations of this paper to find unaddressed research gaps
Citations
Understanding socio-technological challenges of smart classrooms using a systematic review
TL;DR: In this article, the authors apply a systematic review methodology in line with the PRISMA protocol and analyzes current social and technological challenges based on 105 articles published between 2000 and 2019.
43
Serious games for environmental education
Cedric Kai Wei Tan
- 01 Mar 2023
TL;DR: Serious games are increasingly popular in multiple fields, including education and environmental engagement as mentioned in this paper , and they exhibit the following features: an immersive experience, meaningful engagement, a learn-by-doing involvement, simulation of real-world environmental problems, autonomy in game decisions and the presence of a guiding host.
22
Supporting contextualized learning with linked open data
Adolfo Ruiz-Calleja,Guillermo Vega-Gorgojo,Miguel L. Bote-Lorenzo,Juan I. Asensio-Pérez,Yannis Dimitriadis,Eduardo Gómez-Sánchez +5 more
TL;DR: A template-based approach to semi-automatically create contextualized learning tasks out of several sources from the Web of Data for History of Art in the Spanish region of Castile and Leon shows that teachers would accept their students to carry out the tasks generated.
6
•Proceedings Article
Modular Open Educational Resources for Location-Based Games
Gerti Pishtari,Terje Väljataga,Priit Tammets,Pjotor Savitski,Maria Jesus Rodriguez Triana,Tobias Ley +5 more
- 01 Jan 2017
TL;DR: SmartZoos is introduced, a location-based game, designed to enhance visitors experience in Zoos, and a design mechanism is presented that allows users to generate location- based learning content, as modular Open Educational Resources.
3
References
Does Gamification Work? -- A Literature Review of Empirical Studies on Gamification
Juho Hamari,Jonna Koivisto,Harri Sarsa +2 more
- 06 Jan 2014
TL;DR: The review indicates that gamification provides positive effects, however, the effects are greatly dependent on the context in which the gamification is being implemented, as well as on the users using it.
•Book
The Gamification of Learning and Instruction: Game-based Methods and Strategies for Training and Education
Karl M. Kapp
- 13 Apr 2012
TL;DR: This book explains how to match different game strategies to types of learning content for the right learning outcome and discusses how gamification techniques can be used in a variety of settings to improve learning, retention and application of knowledge.
3.5K
Conceptualizing smart city with dimensions of technology, people, and institutions
Taewoo Nam,Theresa A. Pardo +1 more
- 12 Jun 2011
TL;DR: A set of the common multidimensional components underlying the smart city concept and the core factors for a successful smart city initiative is identified by exploring current working definitions of smart city and a diversity of various conceptual relatives similar to smart city.
2.7K
Related Papers (1)
Willem Hulsink,Sarfraz A. Mian +1 more
- 01 Jan 2009